Gilikshe renders: playing with shaders

I'm complete fascinated with the power of shaders to improve the scenes' look. Shader builder or shader mixer are excellent tools, saving money (until you become addicted to seamless resource packs :D) and giving flexibility in any render work. With an new PC which can support DS4.5, I feel that it is the moment to seriously try to advance in 3D. So, I go to use this thread to set my renders advances and general shader projects. Any opinion, advice or in deep criticism will be welcome, because these are a base to learning.

Another thing to work is hair. With new hair type like LAMH and Garibaldi we have now the option to use more dinamic styles. My only problem is the outline part of my shader, this is weak in the hair. PWToon work better, but render time is too much long for a simple toon look. This an example with pwtoon in belovedalia LAMH hair and my own toon shader in the others surface.

It is a composition (post) in photoshop layers from three DS4.5 shader toon outputs.

First image is toon plane output used in both two compositions.
Second is lighting "toon" output for first composition, setting layer like darken at 71% of opacity.
Third is lighting "toon" output for last composition,setting layer like Luz Intensa (Light Intense?) at 100% of opacity.
Fourth is a version of first image with some shadow, setting layer at 37% of opacity.

This four image are version from the same shader with differents values, using ubersurface light.

I hope in the future achieve this procedure in shader builder for a direct shader without postwork aid.

Gotcha. Well if you can't do it all in shader builder, if it follows a standard format, or formats with some variations that could be narrowed down, you could always make a script in Photoshop to automate the post

Gotcha. Well if you can't do it all in shader builder, if it follows a standard format, or formats with some variations that could be narrowed down, you could always make a script in Photoshop to automate the post

In DS4 mix layers is easy, opacity appear to be possible with macro "opacity". I also need good recipes for darken and other layer types, and see if it works in DS4.

In case it cause me gray hairs without results, make it with scripts in photoshop is a great advice. :)

Wow, now that looks really nice. Do all of those renders use the same lighting? Because if they do, it may be possible to combine all of those multiple passes into one shader, meaning you'd only have to render the image once.

Wow, now that looks really nice. Do all of those renders use the same lighting? Because if they do, it may be possible to combine all of those multiple passes into one shader, meaning you'd only have to render the image once.

Thanks, but...
Nope, same shader but differents lights and differents parameters in shader. Lighting: One Uberenvironment with two different maps in #18 (2) and (3), one free light from RDNA in #18(4). In #18(5) No lights.

I think there is a way to compose in SL one uber with another light. Elegant solution may be scripting, but I'm unable to do daz scripts.

I would so use the Shader and Postwork (if used) in these renders. I find these so nice and exactly what I would use when I get back to Comic renders. Any info you give would really make my day.

Of course. Thanks for your opinion.
The base is my own toon shader, still in development, but I suppose this can be done with some more steps with another toon shader and postwork.

First image is not postworked, is the current output from shader with an uber light, omnifreaker DS preset "Set HDR KHPark", but map in color parameter was replaced with a lilac flowers picture. Shader have a parameter to change percentage of color light intensity, in the image it is set to 65%. But Without this shader something like this can be made, diffuse in surface tab set to white and change intensity light's parameter to a convenient percentage render it and next compose it in photoshop in layers with a plane toon shader without lighting. The uber layer with 30% to 50% of transparency, and some layer effect.

Second and third image, instead, are different outputs from same toon shader with different lights, uber and not uber, in 100% or 500% of color light intensity, composed in layer in photoshop.

I think I can do all in a shader, but it depend on it is possible to distinguish between uber light and others type of lights during rendering process.

Outlines works in same way like bishonentaurus' outlines. Bishi-outlines are improved, so are better, also are free.